Translation And Localisation In Video Games Pdf

translation and localisation in video games pdf

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The present thesis is a study of the translation of video games with a particular emphasis on the Spanish-English language pair, although other languages are brought into play when they offer a clearer illustration of a particular point in the discussion. On the one hand, it offers a descriptive analysis of the video game industry understood as a global phenomenon in entertainment, with the aim of understanding the norms governing present game development and publishing practices. On the other hand, it discusses particular translation issues that seem to be unique to these entertainment products due to their multichannel and polysemiotic nature, in which verbal and nonverbal signs are intimately interconnected in search of maximum game interactivity. Although this research positions itself within the theoretical framework of Descriptive Translation Studies, it actually goes beyond the mere accounting of current processes to propose changes whenever professional practice seems to be unable to rid itself of old unsatisfactory habits. Of a multidisciplinary nature, the present thesis is greatly informed by various areas of knowledge such as audiovisual translation, software localisation, computer assisted translation and translation memory tools, comparative literature, and video game production and marketing, amongst others.

Video game localization

Video game localization is the preparation of video game software and hardware for sale in a new region or country. The decision to localize a game relies heavily on economic factors, such as the potential profits that could be made in a new country. As an industrial field, localization is still in development and lacks consistency in terms of implementation and importance. Gathering information about industrial localization practices can often be difficult because of the lack of consistency between companies, as well as non-disclosure agreements many translators have to sign. The goal of localization is to create an enjoyable, non-confusing play experience for the end user by paying heed to their specific cultural context while being faithful to the source material.

Exploring translation strategies in video game localization

JavaScript is disabled for your browser. Some features of this site may not work without it. Serious games localisation. Autor Lachat Leal, Christina. Materia Translation. Fecha

Game Localisation: Posing New Challenges to the Translator

Skip to search form Skip to main content You are currently offline. Some features of the site may not work correctly. DOI: This paper addresses the issue of video game localisation focusing on the different strategies to be used from the point of view of Translation Studies.

Video game localization

UC San Diego

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Responding to increasing flows of digital media texts across national borders during the late 20th century, video game production companies began to expand translation from linguistic alteration to extensive semiotic manipulation. The practices involved with moving a digital game over national and linguistic lines widened from translating boxes, instruction manuals, and in-game dialogue, to re-designing audio, visual, and ludic aspects of games. Called 'localization' within the game industry, these translation practices are indicative of how globalization operates within the frictional boundary zone between local audiences and global markets. This dissertation in Communication uses media studies, translation studies and theories of globalization to approach how these industry practices of video game localization operate as meaningful and meaning-making processes. Not simply important for game players, these industry practices are a critical part of how the national game industries of the ss became the global game industry of the s, and how individual workers effect change within the global system.

Lepre, O ; The translation of humor in video games: a case study. Over the last thirty years, the practice of game localization has become more and more widespread and has started to attract a growing academic interest. However, the translation of humor in games has received little scholarly attention, despite the fact that humor is a fundamental component of games and can be a difficult area to translate. In this view, the thesis is aimed at identifying and classifying the main types of humor in games and the way in which their translation from English into Italian has been tackled, highlighting how the interactive nature of games may affect translation. As the audiovisual features of games are incredibly varied and cannot always be assimilated to the established categories of audiovisual translation, the thesis also discusses how the various audiovisual modalities of games can have an impact on localization. Then, it examines three popular games that are particularly suitable for this analysis, as they feature plenty of humorous dialogues and situations: The Secret of Monkey Island , Day of the Tentacle and Discworld


PDF | This paper addresses the issue of video game localisation focusing on the different strategies to be used from the point of view of.


Слушайте меня внимательно… ГЛАВА 112 - Надеюсь, вы знаете, что делаете, директор, - холодно сказал Джабба.  - Мы упускаем последнюю возможность вырубить питание. Фонтейн промолчал. И словно по волшебству в этот момент открылась дверь, и в комнату оперативного управления, запыхавшись, вбежала Мидж. Поднявшись на подиум, она крикнула: - Директор.

Это кольцо - обман. - Червь удвоил скорость! - крикнула Соши.  - Штрафная санкция.

Он не очень-то об этом распространялся.

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